Micah Devlog


Week of February 5th

During this week, me and the lead producer discussed how to effectively make goals for the other teams. Because the vision of the project is still not clear, we are a little confused about how to plan goals we do not know we want. However, we’re doing our best to pull ideas from people with the development of mood boards and brainstorming with the rest of the class about what sounds cool and not cool. Our priority was for art to have some quick concept art to help visualize some of the potentials we could include, and we’re aiming to have design and art to connect with each other well so that they can feel better and less directionless about the ideas they come up with and bring to class. We’re also working on figuring out what exactly is wanted for each “milestone” our head developer (professor) wants for us to showcase to stakeholders. 

Week of March 18

This week, I made some drafts of some of the main menu's UI. Based on Katherine’s existing work, I tried my best to match the same aesthetic while also making a rougher vibe. The game is brighter and more colorful, but it has epic battles and heavier lore. So it’s not exactly a comedy, so I tried some things, including other textures, but it just wouldn’t match what we already had. So I sent over the ideas I had to Katherine and Tom, who were the ones already integrating the UI elements into the game.

Week of April 15

This week, based on some feedback and how I was watching the game interact with playtesters and in class, I saw that the UI did not match Katherine’s design. It was close, but it needed more shading. The art team also started making main character portraits for the characters and redesigned the color scheme, so I implemented those changes into the existing UI files in Adobe Illustrator. The buttons had a shade on the bottom to make it look more 3-dimensional, and it allows Tom to make an animation interaction that lets players know that they’ve interacted with this object.

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